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Revision: 1.6
Committed: Thu Sep 14 23:13:49 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +6 -6 lines
Log Message:
replace was_destroyed by much simpler and less expensive ->destroyed,
which is valid, as objetc pointers are now reliable.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2003 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.5 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #ifndef __CEXTRACT__
26 root 1.4 # include <sproto.h>
27 elmex 1.1 #endif
28     #include <spells.h>
29    
30    
31     #ifndef sqr
32 root 1.4 # define sqr(x) ((x)*(x))
33 elmex 1.1 #endif
34    
35    
36     /* peterm:
37     * write_rune:
38     * op: rune writer
39     * skop: skill object used for casting this rune
40     * dir: orientation of rune, direction rune's contained spell will
41     * be cast in, if applicable
42     * inspell: spell object to put into the rune, can be null if doing
43     * a marking rune.
44     * level: level of casting of the rune
45     * runename: name of the rune or message displayed by the rune for
46     * a rune of marking
47     */
48    
49 root 1.4 int
50     write_rune (object *op, object *caster, object *spell, int dir, const char *runename)
51     {
52     object *tmp, *rune_spell, *rune;
53     char buf[MAX_BUF];
54     mapstruct *m;
55     sint16 nx, ny;
56    
57     if (!dir)
58     {
59     dir = 1;
60     }
61    
62     nx = op->x + freearr_x[dir];
63     ny = op->y + freearr_y[dir];
64     m = op->map;
65    
66     if (get_map_flags (m, &m, nx, ny, &nx, &ny))
67     {
68     new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!");
69     return 0;
70 elmex 1.1 }
71 root 1.4 for (tmp = get_map_ob (m, nx, ny); tmp != NULL; tmp = tmp->above)
72     if (tmp->type == RUNE)
73     break;
74    
75     if (tmp)
76     {
77     new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune there.");
78 elmex 1.1 return 0;
79     }
80    
81 root 1.4 if (spell->other_arch)
82     {
83     rune_spell = arch_to_object (spell->other_arch);
84     }
85     else
86     {
87     /* Player specified spell. The player has to know the spell, so
88     * lets just look through the players inventory see if they know it
89     * use the item_matched_string for our typical matching method.
90     */
91     int bestmatch = 0, ms;
92    
93     if (!runename || *runename == 0)
94     {
95     new_draw_info (NDI_UNIQUE, 0, op, "Write a rune of what?");
96     return 0;
97     }
98    
99     rune_spell = NULL;
100     for (tmp = op->inv; tmp; tmp = tmp->below)
101     {
102     if (tmp->type == SPELL)
103     {
104     ms = item_matched_string (op, tmp, runename);
105     if (ms > bestmatch)
106     {
107     bestmatch = ms;
108     rune_spell = tmp;
109 root 1.2 }
110     }
111     }
112 root 1.4 if (!rune_spell)
113     {
114     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename);
115     return 0;
116     }
117     if (rune_spell->skill != spell->skill)
118     {
119     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name);
120     return 0;
121     }
122     if (caster->path_denied & spell->path_attuned)
123     {
124     new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name);
125     return 0;
126     }
127     if (caster_level (caster, rune_spell) < rune_spell->level)
128     {
129     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name);
130     return 0;
131     }
132     if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp)
133     {
134     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
135     return 0;
136     }
137     if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE) > op->stats.grace)
138     {
139     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace.");
140     return 0;
141     }
142     op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE);
143     op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA);
144     }
145     /* already proper rune. Note this should only be the case if other_arch was set */
146     if (rune_spell->type == RUNE)
147     {
148     rune = rune_spell;
149     }
150     else
151     {
152     rune = get_archetype (GENERIC_RUNE);
153     sprintf (buf, "You set off a rune of %s\n", &rune_spell->name);
154     rune->msg = buf;
155     tmp = get_object ();
156     copy_object (rune_spell, tmp);
157     insert_ob_in_ob (tmp, rune);
158     if (spell->face != blank_face)
159     rune->face = spell->face;
160     }
161     rune->level = caster_level (caster, spell);
162     rune->stats.Cha = rune->level / 2; /* the invisibility parameter */
163     rune->x = nx;
164     rune->y = ny;
165     rune->map = m;
166     rune->direction = dir; /* where any spell will go upon detonation */
167     set_owner (rune, op); /* runes without need no owner */
168     set_spell_skill (op, caster, spell, rune);
169     insert_ob_in_map (rune, m, op, 0);
170     return 1;
171 elmex 1.1
172     }
173    
174    
175    
176     /* move_rune: peterm
177     comments on runes:
178     rune->level : level at which rune will cast its spell.
179     rune->hp : number of detonations before rune goes away
180     rune->msg : message the rune displays when it goes off
181     rune->direction : direction it will cast a spell in
182     rune->dam : damage the rune will do if it doesn't cast spells
183     rune->attacktype: type of damage it does, if not casting spells
184     rune->other_arch: spell in the rune
185     rune->Cha : how hidden the rune is
186     rune->maxhp : number of spells the rune casts
187     */
188    
189 root 1.4 void
190     move_rune (object *op)
191     {
192     int det = 0;
193    
194     if (!op->level)
195     {
196     return;
197     } /* runes of level zero cannot detonate. */
198     det = op->invisible;
199     if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1)))
200     {
201     op->invisible = 0;
202     op->speed_left -= 1;
203     }
204     else
205     op->invisible = 1;
206     if (op->invisible != det)
207     update_object (op, UP_OBJ_FACE);
208 elmex 1.1 }
209    
210    
211     /* peterm: rune_attack
212     * function handles those runes which detonate but do not cast spells.
213     */
214    
215    
216 root 1.4 void
217     rune_attack (object *op, object *victim)
218 elmex 1.1 {
219 root 1.4 if (victim)
220     {
221 root 1.6 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
222 root 1.4
223 root 1.6 if (victim->destroyed ())
224 root 1.4 return;
225 root 1.6
226 root 1.4 /* if there's a disease in the needle, put it in the player */
227     if (HAS_RANDOM_ITEMS (op))
228     create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0);
229 root 1.6
230 root 1.4 if (op->inv && op->inv->type == DISEASE)
231     {
232     object *disease = op->inv;
233    
234     infect_object (victim, disease, 1);
235     remove_ob (disease);
236     free_object (disease);
237     }
238 elmex 1.1 }
239 root 1.4 else
240     hit_map (op, 0, op->attacktype, 1);
241 elmex 1.1 }
242    
243     /* This function generalizes attacks by runes/traps. This ought to make
244     * it possible for runes to attack from the inventory,
245     * it'll spring the trap on the victim.
246     */
247 root 1.4 void
248     spring_trap (object *trap, object *victim)
249 elmex 1.1 {
250 root 1.4 object *env;
251     rv_vector rv;
252     int i;
253    
254     /* Prevent recursion */
255     if (trap->stats.hp <= 0)
256     return;
257    
258     if (QUERY_FLAG (trap, FLAG_IS_LINKED))
259     use_trigger (trap);
260    
261     /* Only living objects can trigger runes that don't cast spells, as
262     * doing direct damage to a non-living object doesn't work anyway.
263     * Typical example is an arrow attacking a door.
264     */
265     if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch)
266     return;
267    
268     trap->stats.hp--; /*decrement detcount */
269    
270     if (victim && victim->type == PLAYER)
271     new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
272    
273     /* Flash an image of the trap on the map so the poor sod
274     * knows what hit him.
275     */
276     env = object_get_env_recursive (trap);
277    
278     /* If the victim is not next to this trap, don't set it off.
279     * players shouldn't get hit by firing arrows at a door for example.
280     * At the same time, the trap will stick around until detonated
281     */
282     get_rangevector (env, victim, &rv, 0);
283     if (rv.distance > 1)
284     return;
285    
286     trap_show (trap, env);
287    
288     /* Only if it is a spell do we proceed here */
289     if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->clone.type == SPELL))
290     {
291 elmex 1.1
292 root 1.6 if (trap->destroyed ())
293 root 1.2 return;
294 elmex 1.1
295 root 1.4 // breaks summon golem spells, which, for inexplicable reasons,
296     // do not work like summon golem spells at all but still require
297     // direction "0" to work at all.
298     //if (trap->direction)
299     // rv.direction = trap->direction;
300 elmex 1.1
301 root 1.4 for (i = 0; i < MAX (1, trap->stats.maxhp); i++)
302     {
303     if (trap->inv)
304     cast_spell (env, trap, trap->direction, trap->inv, NULL);
305     else
306     {
307     object *spell = arch_to_object (trap->other_arch);
308 elmex 1.1
309 root 1.4 cast_spell (env, trap, trap->direction, spell, NULL);
310     free_object (spell);
311 root 1.2 }
312     }
313 root 1.4 }
314     else
315     {
316     rune_attack (trap, victim);
317 root 1.6 if (trap->destroyed ())
318 root 1.4 return;
319 elmex 1.1 }
320    
321 root 1.4 if (trap->stats.hp <= 0)
322     {
323     trap->type = SIGN; /* make the trap impotent */
324     trap->stats.food = 20; /* make it stick around until its spells are gone */
325     SET_FLAG (trap, FLAG_IS_USED_UP);
326 elmex 1.1 }
327     }
328    
329     /* dispel_rune: by peterm
330     * dispels the target rune, depending on the level of the actor
331     * and the level of the rune risk flag, if true, means that there is
332     * a chance that the trap/rune will detonate
333     */
334 root 1.4 int
335     dispel_rune (object *op, object *caster, object *spell, object *skill, int dir)
336 elmex 1.1 {
337 root 1.4 object *tmp, *tmp2;
338     int searchflag = 1, mflags;
339     sint16 x, y;
340     mapstruct *m;
341    
342     x = op->x + freearr_x[dir];
343     y = op->y + freearr_y[dir];
344     m = op->map;
345    
346     mflags = get_map_flags (m, &m, x, y, &x, &y);
347    
348     /* Should we perhaps not allow player to disable traps if a monster/
349     * player is standing on top?
350     */
351     if (mflags & P_OUT_OF_MAP)
352     {
353     new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
354     return 0;
355     }
356    
357     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
358     {
359     if (tmp->type == RUNE || tmp->type == TRAP)
360     break;
361    
362     /* we could put a probability chance here, but since nothing happens
363     * if you fail, no point on that. I suppose we could do a level
364     * comparison so low level players can't erase high level players runes.
365     */
366     if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark"))
367     {
368     remove_ob (tmp);
369     free_object (tmp);
370     new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!");
371     return 1;
372     }
373    
374     /* now search tmp's inventory for traps
375     * This is for chests, where the rune is in the chests inventory.
376     */
377     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
378     {
379     if (tmp2->type == RUNE || tmp2->type == TRAP)
380     {
381     tmp = tmp2;
382     searchflag = 0;
383     break;
384 root 1.2 }
385     }
386 root 1.4 if (!searchflag)
387     break;
388 elmex 1.1 }
389 root 1.4
390     /* no rune there. */
391     if (tmp == NULL)
392     {
393     new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
394     return 0;
395     }
396     trap_disarm (op, tmp, 0, skill);
397     return 1;
398    
399 elmex 1.1 }
400    
401 root 1.4 int
402     trap_see (object *op, object *trap)
403     {
404     int chance;
405    
406     chance = random_roll (0, 99, op, PREFER_HIGH);;
407 elmex 1.1
408 root 1.4 /* decide if we see the rune or not */
409     if ((trap->stats.Cha == 1) || (chance > MIN (95, MAX (5, ((int) ((float) (op->map->difficulty
410     + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0))))))
411     {
412     new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name);
413     return 1;
414 elmex 1.1 }
415 root 1.4 return 0;
416 elmex 1.1 }
417    
418 root 1.4 int
419     trap_show (object *trap, object *where)
420     {
421     object *tmp2;
422 elmex 1.1
423 root 1.4 if (where == NULL)
424     return 0;
425     tmp2 = get_archetype ("runedet");
426     tmp2->face = &new_faces[GET_ANIMATION (trap, 0)];
427     tmp2->x = where->x;
428     tmp2->y = where->y;
429     tmp2->map = where->map;
430     insert_ob_in_map (tmp2, where->map, NULL, 0);
431     return 1;
432 elmex 1.1
433     }
434    
435    
436 root 1.4 int
437     trap_disarm (object *disarmer, object *trap, int risk, object *skill)
438     {
439     int trapworth; /* need to compute the experience worth of the trap
440     before we kill it */
441    
442     /* this formula awards a more reasonable amount of exp */
443     trapworth = MAX (1, trap->level) * disarmer->map->difficulty *
444     sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) / skill->level;
445    
446     if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW)))
447     {
448     new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name);
449     destroy_object (trap);
450     /* If it is your own trap, (or any players trap), don't you don't
451     * get exp for it.
452     */
453     if (trap->owner && trap->owner->type != PLAYER && risk)
454     return trapworth;
455     else
456     return 1; /* give minimal exp and say success */
457     }
458     else
459     {
460     new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You fail to disarm the %s.", &trap->name);
461     if (!(random_roll (0, (MAX (2, skill->level - trap->level + disarmer->stats.Dex / 2 - 6)) - 1, disarmer, PREFER_LOW)) && risk)
462     {
463     new_draw_info (NDI_UNIQUE, 0, disarmer, "In fact, you set it off!");
464     spring_trap (trap, disarmer);
465 elmex 1.1 }
466 root 1.4 return 0;
467     }
468 elmex 1.1 }
469    
470    
471     /* traps need to be adjusted for the difficulty of the map. The
472     * default traps are too strong for wimpy level 1 players, and
473     * unthreatening to anyone of high level
474     */
475    
476 root 1.4 void
477     trap_adjust (object *trap, int difficulty)
478     {
479     int i;
480 elmex 1.1
481 root 1.4 /* now we set the trap level to match the difficulty of the level
482     * the formula below will give a level from 1 to (2*difficulty) with
483     * a peak probability at difficulty
484     */
485    
486     trap->level = rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
487     if (trap->level < 1)
488     trap->level = 1;
489    
490     /* set the hiddenness of the trap, similar formula to above */
491     trap->stats.Cha = rndm (0, 19) + rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
492    
493     if (!trap->other_arch && !trap->inv)
494     {
495     /* set the damage of the trap.
496     * we get 0-4 pts of damage per level of difficulty of the map in
497     * the trap
498     */
499    
500     trap->stats.dam = 0;
501     for (i = 0; i < difficulty; i++)
502     trap->stats.dam += rndm (0, 4);
503    
504     /* the poison trap special case */
505     if (trap->attacktype & AT_POISON)
506     {
507     trap->stats.dam = rndm (0, difficulty - 1);
508     if (trap->stats.dam < 1)
509     trap->stats.dam = 1;
510 root 1.2 }
511 elmex 1.1
512 root 1.4 /* so we get an appropriate amnt of exp for AT_DEATH traps */
513     if (trap->attacktype & AT_DEATH)
514     trap->stats.dam = 127;
515 elmex 1.1 }
516    
517     }